Archive for September, 2009

Zombie Pizza

Tuesday, September 29th, 2009

What do zombies eat for dinner? Brains, everyone knows that. What you didn’t know is that they put ‘em on pizzas, with bones, hearts, and a succulent variety of other internal organs. Zombies are also very picky about how you make their pizzas; they have to be just so. You learn a small number of pizza combos that are popular and start throwing them together, as the delicious toppings roll off the assembly line. Score extra points if you complete a special order, shown on the ticket. Very clever, very fast, and very funny.

Rating: ★★★☆☆ icon
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Peter und Vlad

Monday, September 28th, 2009

Save herds of sheep from a giant, mobile weather-making machine, by eating sparkly, pulsing mushrooms. 10 bucks says the dev had this idea during Woodstock. Anyway, it a decent line-drawing game, that’s worth a look.

Stay

Sunday, September 27th, 2009

Great graphic design, great soundtrack, and mildly entertaining gameplay. It is also less exploitable than the game it clones and is pretty much better in every way, actually.

Rating: ★★★☆☆ icon
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Blastination

Saturday, September 26th, 2009

Anyone that likes the core gameplay concept of this title, needs to get this game immediately; I can’t imagine anyone coming up with a better implementation. The graphics are just insane. The colors change every level and oftentimes you’ll see brand new effects too. The blocks in the background are constantly in motion and the explosions are perfect. Your goal is simply to collect all of the goodies on-screen, by drawing deflectors to guide the ball. The obstacles present are different each level. Every few levels you are given a new ability, like cross explosion, speed, or giant ball, that is triggered by tapping its icon. There are 120 levels, but they go pretty quick.

Rating: ★★★☆☆ icon
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Alive 4-Ever

Friday, September 25th, 2009

Top-down, twin-stick zombiefest! If you’ve played iDracula or MiniGore, you know how this plays, but the powerups and progression feel a bit more robust. Prepare for 30 levels of mayhem, with fetch quests, escort quests, multiplayer game modes, and blood everywhere. It’s not deep, but it doesn’t need to be. Did I mention it involves killin’ hordes of zombies?!?

Update: It’s decent, but I can’t seem to get into it, for some reason. The art is good, they do have simple fetch missions and such, and a variety of zombies and weapons. They’ve also just added some new content, although I have yet to check it out. It’s very popular on the store, but I guess for me it’s just a little me-too, but it may not be for you-too.

Rating: ★★★☆☆ icon
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Lumines – Touch Fusion

Thursday, September 24th, 2009

Diehard Lumines fans, please look away, you wont like what you’re about to see…or read, I guess. The original was brilliant, but the controls on this version are abysmal and anyone that knows this game also knows that the pacing is frantic and near-perfect controls are necessary. You will constantly be rotating a piece instead of moving it, dropping a piece that you have yet to rotate, and cursing loudly. FAIL. Stay away until they fix it.

Update: They fixed it, apparently. New rating to come.

Blades of Fury

Tuesday, September 22nd, 2009

Gameloft is kicking much butt right now. This weapon-based Soul Calibur clone came out the same week as Modern Combat: Sandstorm. Whatever they are putting in the water cooler, I want it. The game primarily uses a 2-button control scheme, with a third for specials, but you can freely orbit around the opponent, charge, duck, jump, dodge, pop up, and juggle. Pretty ambitious, but I have to say they did pull it off. The controls are very good. There are 10 characters, 10 arenas, 5 game modes, achievements, and unlockables. The graphics and effects are really good. I don’t really have any complaints, other than the fact that Soul Calibur isn’t my favorite fighting game to clone. : ) Oh and no multiplayer…c’mon!!!

Rating: ★★★★☆ icon

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GeoDefense Swarm

Monday, September 21st, 2009

The long-awaited sequel has finally arrived (in the iPhone marketplace, one month = one year, BTW). First of all, if you don’t have the first one, get it immediately and play through it; it’s one of my all-time favorite games on the iPhone. I haven’t played this one long enough to truly compare the two games, but so far, I actually prefer the original. For the sequel, they chose to move the game to a build-your-own map system, much like Fieldrunners. I really enjoyed the tight level design of the first game, but maybe the shift in focus to keep this fresh was a good idea, particularly with the popularity of Fieldrunners. I also love the fact that they added a hex grid. Placing towers the old way seems broken now. They added one new tower, for which they never describe the functionality, and new hexes that affect the creeps in some way, such as altering movement speed or health. It feels like the devs assumed you had played the first one, because there is zero hand-holding and the difficulty level is rough. If you’ve beat the first game and you need a fix, this is a no-brainer, but if you can only get one, my advice would be to get the original.

Rating: ★★★★☆ icon

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Tattoo Mania – Deluxe

Sunday, September 20th, 2009

This is an innovative title that uses the iPhone interface quite well. Your task is to run a tattoo parlor, so when a customer enters the screen zooms into the outline of the tattoo they are requesting. Your finger controls an airbrush-like tattoo gun that fills in areas with color. The correct areas are masked, so the ink will stay within the lines, but you still have to worry about proper coverage and not harming the client. Pressure outside the lines will not only leave a red mark, but will increase the client’s anger meter, which will cause the client to leave if it fills up completely. Laying down ink too quickly, without a break to decrease the meter is also a no-no. You are paid based on how well you perform, which I assume is a combination of proper ink coverage and not harming the client. The graphics are rendered in a very appropriate thick-edged cartoon style, which is perfectly appropriate for the subject matter. The gameplay is quite good, as you not only have to tattoo well, but also have to be good at time management (swapping customers in and out of the chair to keep everyone happy). There are quite a few tattoos of varying levels of difficulty. There are no progression systems or shop upgrades, which would have been a nice component, but overall, it’s a really solid title.

Rating: ★★★★☆ icon

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iBlast Moki

Saturday, September 19th, 2009

This physics-based puzzler definitely has a Rolando feel, with regard to the artwork, but the similarity stops there. In this game, you need to use your bombs to blast Moki to the level exit, hence the title. You do this by placing a bomb next to him; the closer you place it, the further he’ll bounce. What really sets this title apart, though, is the way the designers scale the difficulty over the course of 70 levels to keep it interesting. At first, you just have the bomb, then several, then you have to set timers on multiple bombs, etc. You get the picture. I won’t spoil the other goodies, but there are plenty. It also comes with a full-featured level editor and the ability to upload your levels. This is one of the titles that utilizes ngmoco’s Plus+ system, which is one of several competing community systems in place to track high scores, friends, and such (the others being Open Feint, AGON, Scoreloop, Geocade, and Chillingo’s Crystal).

Rating: ★★★★☆ icon

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